WvW build Guide, Crowd Control and You.

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Hey folks. I’ve been posting on the forums here a bit, sharing some of the builds I’ve tried and what not, and decided to share a new one with you that has been successful lately. First some background: My ign is Oresan Fells, and I’m an officer of Bloodwork [RED] (Formerly Armored Fist [FIST]) on FA. I spend 95% of my time in GW2 playing WvW, the other 5% is messing with builds in the mists and running guild missions. My guild tends to run in smaller groups, typically 6 – 10 players, and we often work closely with other larger guilds. Our primary objectives are taking small scale points like camps, distracting larger groups, and working as a flank group in larger fights. The build I’m sharing fits into this style of gameplay, at least for me, and may not be for you.

On to the build.

Utilities

I always felt like the engineers strong point was its Crowd Control and when I started theory crafting a build I focused on that. Namely how much I could bring into a build while maintaining a damaging presence. First thing that came to mind was the much maligned Flamethrower. So, why the Flamethrower?:

  • I didn’t look at it as a damage weapon, I saw it for its utility. I don’t run around spamming its flame jet, I don’t trait for Juggernaut, I look for practical uses for its abilities.
  • Instant cast AoE Blind on a fairly short cooldown is boss, and really helpful for securing stomps on certain classes.
  • AoE blowout on a short cooldown is pretty solid as well.
  • Napalm is good for setting up might stacks, and extra projectile damage.
  • Flame Blast fits well into a burst combo.

I needed something that combed well with the flamethrower and supported my CC focus. I thought about grenade kit, but felt without Grenadier it wasn’t worth it, plus it lacked some of the control aspects I wanted in the build. So I went with Bomb Kit, for a few reasons:

  • Glue Bomb for immobilize and cripple in an AoE, really good for kiting opponents.
  • Smoke Bomb, nerfed but still good. Plus its interaction with blast finishers makes it great for buying time or resetting fights (Sorta). I realize Grenade kit has a blind as well, on a shorter cooldown, but I liked the idea of a smoke field and lasting area effect better.
  • Big Ol’ Bomb is not only one of the most fun abilities the engineer has but it also fits quite well into my build design.
  • It also gives us a fire field, AoE confusion and plenty of AoE damage.

The last utility slot was tough and I often switch up what I use here. I have three options:

  • Elixir S: because its still good and great at buying time.
  • Elixir U (If your using Rifle, I’ll get to that later): is great for your burst combo, applying lots of bombs, and its toss synergizes well with this build, giving you Wall of Reflection or Smoke Screen.
  • Rocket Boots: Boom baby! A lot of fun to use, blast finisher, stun break, low cooldown. I feel like the tool belt skill is somewhat redundant but useful for burning uptime on multiple enemies.

Time for a heal skill, and the logical answer was Healing Turret. The recent changes to healing turret are what made this build and option for me as I no longer felt pigeonholed into running elixirs and 409 for condition cleanse. This build will lack some cleanse but we’ll try to make up for that with food and runes (discussed later).

Finally, Supply Crate, because what else would I use?

The main Weapon conundrum

I use two combination for this build: P/P and Rifle.

P/P offers a few things:

  • Lots of conditions, working well with bomb kit.
  • Some CC options in blind and immobilize.
  • 2 Sigil slots.

Rifle offers:

  • The best CC options in net shot and overcharged shot.
  • Solid burst combo combined with Flame Blast.
  • Only one Sigil, which makes me sad.

After testing out both options I mainly settled on Rifle for the extra knockback, single target control and burst potential, however you can go either way. Each setup requires different gear, P/P is based around condition damage, and Rifle is based around power, and crit damage. For the rest of this write up I’ll be focusing on the rifle version and its setup.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

The Build, The Gear and the Food

http://gw2skills.net/editor/?fcQQFAUlIq6d3zSrF1LJxoCdG0j8W3+KqQ+/oQupF-jkyAYLACEQ2bIiJwsWGFiaDasKGM95iqVxA+DGtaZAYGDA-w

On Traits: I really like reduced cooldown traits and feel that they are necessary for this type of build. I like doing things, I don’t like waiting and I have a very reactionary style of playing and reduced cooldowns really help facilitate that. Invigorating Speed and Speedy kits are a natural option for survival, especially since I was so use to running with Tool Kit and Gear Shield, I needed the extra dodges. Some things can be switched out, namely you can switch out Forceful Explosives for Incendiary Powder for more burning, and Go For the Eyes can be dropped for Cloaking Device.

Food is very important in this build, namely the Lemongrass Soup for the reduced condition duration. This build lacks cleanse and is one of its main weaknesses, this lessens its weakness exponentially.

Gear stats are a combination of PVT, Knights and Cavaliers. It gets you to a solid amount of power, crit and crit damage while maintaining survival. Runes are setup for a bit more crit damage, toughness and – condition duration. I like to have around 1700 toughness and 20k hp, I feel the most comfortable there.

I use sigil of hydromancy for the slow and damage, it has a large radius and fits my playstyle well. It also helps set up my burst combo.

How do you rock it?

Gameplay in this build is based around controlling the actions of other players, hence the focus on CC. Its maddeningly effective at keeping players off their game via blinds, knockback/blowout and immobilizes. This build emphasizes mid range to melee range combat, so you will spend most of your time up close and personal. You want to space out your AoE blinds, I typically open up with Smoke vent for the AoE blind to help negate initial burst, and switch to Smoke Bomb when I have a bit more control or need to negate more melee.

1 vs. Ranged:

Ranged is all about keeping pressure on them, staying in their face and positioning. You can often keep ranged opponents pinned to their melee counterparts with knockbacks by positioning behind them. Its easier said then done but works very well once you get the hang of it. This tactic works well because it allows you to keep pressure with bombs and other melee AoE options.

1 vs. Melee:

Weave in and out of melee range using your bombs and rifle burst to keep pressure on them. Blinds are very important against bursty opponents of all ranges, but more so against melee. Its possible in an all melee scenario to simply kite them around, softening them up and burst combo-ing for the win.

1 vs. Multiple opponents:

Similar to ranged tactics. Keep them together as best you can, kite when necessary and focus your CC mostly on one player, trying to lock them out of the fight. Utilize bombs for AoE and keep an eye on your blind cooldowns. If someone is getting low make sure you have smoke vent ready for the stomp if it can negate their downstate effects.

Group vs. Group:

Your adept at breaking up hammer trains and pushing AH guardians out of the fight, but they need to have their stability stripped fist. If your allies can’t strip it, then you need to wait and keep on the move, applying pressure with bombs and blinds. Try to burst low targets. Against stronger groups, downed enemies are your target. You want to keep players off the rez with knockbacks like Bo’B and Air Blast while keeping AoE pressure on the downed.

The End

That’s my build, how I use it and what to get for it. Any constructive opinions and suggestions are more than welcome. Hope you enjoyed my little guide.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

(edited by MentalPause.9183)

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Reserved for videos.

I have a fair amount of footage running around with the build solo and once I get around to fiddling around with video editors and stop being lazy I’ll post some here.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

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Posted by: Soon.5240

Soon.5240

I would probably drop the Alchemy trait line, and put the ten points in Explosives. That would benefit your rifle and bomb kit (as I’m sure you know). And why not go ahead and select Juggernaut?

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

I would probably drop the Alchemy trait line, and put the ten points in Explosives. That would benefit your rifle and bomb kit (as I’m sure you know). And why not go ahead and select Juggernaut?

You could do that but I love vigor and I dodge a lot. You could use Juggernaut, its good to help set up the initial burst with some might stacks and helps against direct damage assaults, however the main reason I don’t use it is because I spend very little time in the flamethrower kit while fighting. I swap to it briefly for specific skills then quickly switch back to the rifle or bomb kit. I’d rather have Go For the Eyes for extra blinds or put points into inventions for Cloaking Device or put 10 extra points in explosions for more damage.

These are mostly play-style choices on my part and different routes can be taken to achieve the same effect.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

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Posted by: Soon.5240

Soon.5240

Does Dodge factor into your combat style as much as you think it does? I’ve never really associated the rifle/bomb/FT with a Dodge build. Speedy Kits is pretty much a given in WvW to move across maps quickly, but in combat, it seems most of your weapon/kit choices require that you stand your ground and fire — dodging would disrupt much of what you do.

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Admittedly dodging doesn’t factor into 1 v 1 fights as much as group fights. I use dodging often for positioning as well as defense. I’m also highly mobile while in combat and dodging doesn’t have nearly as much an effect on my abilities as you may think.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

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Posted by: Elmori.7369

Elmori.7369

Two superior runes of the ogre and one superior rune of rage gives: 25 power, 5% critical damage.

You might be better off putting in three beryl orbs giving you: 60 power, 42 vitality, 6% critical damage. It may be a bit cheaper as well.

SFR Engineer Bozwai

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: MentalPause.9183

MentalPause.9183

Two superior runes of the ogre and one superior rune of rage gives: 25 power, 5% critical damage.

You might be better off putting in three beryl orbs giving you: 60 power, 42 vitality, 6% critical damage. It may be a bit cheaper as well.

Funny you mention that as I just switched to something just like this and I’ll update the build to reflect that. I’m not sure why I didn’t think of it before hand, I guess I had my blinders on.

Fort Aspenwood WvW’er
Officer of Bloodwork [RED] http://bloodwork.boards.net/thread/145/interested-joining-red

WvW build Guide, Crowd Control and You.

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Posted by: Moinomutante.1938

Moinomutante.1938

I’ve being using your build, and my problems are when facing lots of conditions aoe, zergs fights, i cant go deep in the zerg to drop bombs, and get out, in thinking of change the heal and 1 utility when i wanna enter the zerg and droping bombs. Maybe elexir S, and change 1 trait, have you ever had this problems?

WvW build Guide, Crowd Control and You.

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Posted by: Moinomutante.1938

Moinomutante.1938

I’ve being using your build, and my problems are when facing lots of conditions aoe, zergs fights, i cant go deep in the zerg to drop bombs, and get out, in thinking of change the heal and 1 utility when i wanna enter the zerg and droping bombs. Maybe elexir S, and change 1 trait, have you ever had this problems?

WvW build Guide, Crowd Control and You.

in Engineer

Posted by: Moinomutante.1938

Moinomutante.1938

I’ve being using your build, and my problems are when facing lots of conditions aoe, zergs fights, i cant go deep in the zerg to drop bombs, and get out, in thinking of change the heal and 1 utility when i wanna enter the zerg and droping bombs. Maybe elexir S, and change 1 trait, have you ever had this problems?